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1/* Emacs style mode select -*- C++ -*-
2 *-----------------------------------------------------------------------------
3 *
4 *
5 * PrBoom: a Doom port merged with LxDoom and LSDLDoom
6 * based on BOOM, a modified and improved DOOM engine
7 * Copyright (C) 1999 by
8 * id Software, Chi Hoang, Lee Killough, Jim Flynn, Rand Phares, Ty Halderman
9 * Copyright (C) 1999-2006 by
10 * Jess Haas, Nicolas Kalkhof, Colin Phipps, Florian Schulze
11 * Copyright 2005, 2006 by
12 * Florian Schulze, Colin Phipps, Neil Stevens, Andrey Budko
13 *
14 * This program is free software; you can redistribute it and/or
15 * modify it under the terms of the GNU General Public License
16 * as published by the Free Software Foundation; either version 2
17 * of the License, or (at your option) any later version.
18 *
19 * This program is distributed in the hope that it will be useful,
20 * but WITHOUT ANY WARRANTY; without even the implied warranty of
21 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
22 * GNU General Public License for more details.
23 *
24 * You should have received a copy of the GNU General Public License
25 * along with this program; if not, write to the Free Software
26 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
27 * 02111-1307, USA.
28 *
29 * DESCRIPTION:
30 * Dehacked file support
31 * New for the TeamTNT "Boom" engine
32 *
33 * Author: Ty Halderman, TeamTNT
34 *
35 * Description: This file translates the #defined string constants
36 * to named variables to externalize them for deh/bex changes.
37 * Should be able to compile with D_FRENCH (for example) and still
38 * work (untested).
39 *
40 */
41
42#ifndef __D_DEH__
43#define __D_DEH__
44
45void ProcessDehFile(const char *filename, const char *outfilename, int lumpnum);
46
47//
48// Ty 03/22/98 - note that we are keeping the english versions and
49// comments in this file
50// New string names all start with an extra s_ to avoid conflicts,
51// but are otherwise identical to the original including uppercase.
52// This is partly to keep the changes simple and partly for easier
53// identification of the locations in which they're used.
54//
55// Printed strings for translation
56//
57
58//
59// D_Main.C
60//
61//#define D_DEVSTR "Development mode ON.\n"
62extern const char *s_D_DEVSTR; // = D_DEVSTR;
63//#define D_CDROM "CD-ROM Version: default.cfg from c:\\doomdata\n"
64extern const char *s_D_CDROM; // = D_CDROM;
65
66//
67// M_Menu.C
68//
69//#define PRESSKEY "press a key."
70extern const char *s_PRESSKEY; // = PRESSKEY;
71//#define PRESSYN "press y or n."
72extern const char *s_PRESSYN; // = PRESSYN;
73//#define QUITMSG "are you sure you want to\nquit this great game?"
74extern const char *s_QUITMSG; // = QUITMSG;
75//#define LOADNET "you can't do load while in a net game!\n\n"PRESSKEY
76extern const char *s_LOADNET; // = LOADNET;
77//#define QLOADNET "you can't quickload during a netgame!\n\n"PRESSKEY
78extern const char *s_QLOADNET; // = QLOADNET;
79//#define QSAVESPOT "you haven't picked a quicksave slot yet!\n\n"PRESSKEY
80extern const char *s_QSAVESPOT; // = QSAVESPOT;
81//#define SAVEDEAD "you can't save if you aren't playing!\n\n"PRESSKEY
82extern const char *s_SAVEDEAD; // = SAVEDEAD;
83//#define QSPROMPT "quicksave over your game named\n\n'%s'?\n\n"PRESSYN
84extern const char *s_QSPROMPT; // = QSPROMPT;
85//#define QLPROMPT "do you want to quickload the game named\n\n'%s'?\n\n"PRESSYN
86extern const char *s_QLPROMPT; // = QLPROMPT;
87
88/*
89#define NEWGAME \
90"you can't start a new game\n"\
91"while in a network game.\n\n"PRESSKEY
92*/
93extern const char *s_NEWGAME; // = NEWGAME;
94
95// CPhipps - message given when asked if to restart the level
96extern const char *s_RESTARTLEVEL;
97
98/*
99#define NIGHTMARE \
100"are you sure? this skill level\n"\
101"isn't even remotely fair.\n\n"PRESSYN
102*/
103extern const char *s_NIGHTMARE; // = NIGHTMARE;
104
105/*
106#define SWSTRING \
107"this is the shareware version of doom.\n\n"\
108"you need to order the entire trilogy.\n\n"PRESSKEY
109*/
110extern const char *s_SWSTRING; // = SWSTRING;
111
112//#define MSGOFF "Messages OFF"
113extern const char *s_MSGOFF; // = MSGOFF;
114//#define MSGON "Messages ON"
115extern const char *s_MSGON; // = MSGON;
116//#define NETEND "you can't end a netgame!\n\n"PRESSKEY
117extern const char *s_NETEND; // = NETEND;
118//#define ENDGAME "are you sure you want to end the game?\n\n"PRESSYN
119extern const char *s_ENDGAME; // = ENDGAME;
120
121//#define DOSY "(press y to quit)"
122extern const char *s_DOSY; // = DOSY;
123
124//#define DETAILHI "High detail"
125extern const char *s_DETAILHI; // = DETAILHI;
126//#define DETAILLO "Low detail"
127extern const char *s_DETAILLO; // = DETAILLO;
128//#define GAMMALVL0 "Gamma correction OFF"
129extern const char *s_GAMMALVL0; // = GAMMALVL0;
130//#define GAMMALVL1 "Gamma correction level 1"
131extern const char *s_GAMMALVL1; // = GAMMALVL1;
132//#define GAMMALVL2 "Gamma correction level 2"
133extern const char *s_GAMMALVL2; // = GAMMALVL2;
134//#define GAMMALVL3 "Gamma correction level 3"
135extern const char *s_GAMMALVL3; // = GAMMALVL3;
136//#define GAMMALVL4 "Gamma correction level 4"
137extern const char *s_GAMMALVL4; // = GAMMALVL4;
138//#define EMPTYSTRING "empty slot"
139extern const char *s_EMPTYSTRING; // = EMPTYSTRING;
140
141//
142// P_inter.C
143//
144//#define GOTARMOR "Picked up the armor."
145extern const char *s_GOTARMOR; // = GOTARMOR;
146//#define GOTMEGA "Picked up the MegaArmor!"
147extern const char *s_GOTMEGA; // = GOTMEGA;
148//#define GOTHTHBONUS "Picked up a health bonus."
149extern const char *s_GOTHTHBONUS; // = GOTHTHBONUS;
150//#define GOTARMBONUS "Picked up an armor bonus."
151extern const char *s_GOTARMBONUS; // = GOTARMBONUS;
152//#define GOTSTIM "Picked up a stimpack."
153extern const char *s_GOTSTIM; // = GOTSTIM;
154//#define GOTMEDINEED "Picked up a medikit that you REALLY need!"
155extern const char *s_GOTMEDINEED; // = GOTMEDINEED;
156//#define GOTMEDIKIT "Picked up a medikit."
157extern const char *s_GOTMEDIKIT; // = GOTMEDIKIT;
158//#define GOTSUPER "Supercharge!"
159extern const char *s_GOTSUPER; // = GOTSUPER;
160
161//#define GOTBLUECARD "Picked up a blue keycard."
162extern const char *s_GOTBLUECARD; // = GOTBLUECARD;
163//#define GOTYELWCARD "Picked up a yellow keycard."
164extern const char *s_GOTYELWCARD; // = GOTYELWCARD;
165//#define GOTREDCARD "Picked up a red keycard."
166extern const char *s_GOTREDCARD; // = GOTREDCARD;
167//#define GOTBLUESKUL "Picked up a blue skull key."
168extern const char *s_GOTBLUESKUL; // = GOTBLUESKUL;
169//#define GOTYELWSKUL "Picked up a yellow skull key."
170extern const char *s_GOTYELWSKUL; // = GOTYELWSKUL;
171//#define GOTREDSKULL "Picked up a red skull key."
172extern const char *s_GOTREDSKULL; // = GOTREDSKULL;
173
174//#define GOTINVUL "Invulnerability!"
175extern const char *s_GOTINVUL; // = GOTINVUL;
176//#define GOTBERSERK "Berserk!"
177extern const char *s_GOTBERSERK; // = GOTBERSERK;
178//#define GOTINVIS "Partial Invisibility"
179extern const char *s_GOTINVIS; // = GOTINVIS;
180//#define GOTSUIT "Radiation Shielding Suit"
181extern const char *s_GOTSUIT; // = GOTSUIT;
182//#define GOTMAP "Computer Area Map"
183extern const char *s_GOTMAP; // = GOTMAP;
184//#define GOTVISOR "Light Amplification Visor"
185extern const char *s_GOTVISOR; // = GOTVISOR;
186//#define GOTMSPHERE "MegaSphere!"
187extern const char *s_GOTMSPHERE; // = GOTMSPHERE;
188
189//#define GOTCLIP "Picked up a clip."
190extern const char *s_GOTCLIP; // = GOTCLIP;
191//#define GOTCLIPBOX "Picked up a box of bullets."
192extern const char *s_GOTCLIPBOX; // = GOTCLIPBOX;
193//#define GOTROCKET "Picked up a rocket."
194extern const char *s_GOTROCKET; // = GOTROCKET;
195//#define GOTROCKBOX "Picked up a box of rockets."
196extern const char *s_GOTROCKBOX; // = GOTROCKBOX;
197//#define GOTCELL "Picked up an energy cell."
198extern const char *s_GOTCELL; // = GOTCELL;
199//#define GOTCELLBOX "Picked up an energy cell pack."
200extern const char *s_GOTCELLBOX; // = GOTCELLBOX;
201//#define GOTSHELLS "Picked up 4 shotgun shells."
202extern const char *s_GOTSHELLS; // = GOTSHELLS;
203//#define GOTSHELLBOX "Picked up a box of shotgun shells."
204extern const char *s_GOTSHELLBOX; // = GOTSHELLBOX;
205//#define GOTBACKPACK "Picked up a backpack full of ammo!"
206extern const char *s_GOTBACKPACK; // = GOTBACKPACK;
207
208//#define GOTBFG9000 "You got the BFG9000! Oh, yes."
209extern const char *s_GOTBFG9000; // = GOTBFG9000;
210//#define GOTCHAINGUN "You got the chaingun!"
211extern const char *s_GOTCHAINGUN; // = GOTCHAINGUN;
212//#define GOTCHAINSAW "A chainsaw! Find some meat!"
213extern const char *s_GOTCHAINSAW; // = GOTCHAINSAW;
214//#define GOTLAUNCHER "You got the rocket launcher!"
215extern const char *s_GOTLAUNCHER; // = GOTLAUNCHER;
216//#define GOTPLASMA "You got the plasma gun!"
217extern const char *s_GOTPLASMA; // = GOTPLASMA;
218//#define GOTSHOTGUN "You got the shotgun!"
219extern const char *s_GOTSHOTGUN; // = GOTSHOTGUN;
220//#define GOTSHOTGUN2 "You got the super shotgun!"
221extern const char *s_GOTSHOTGUN2; // = GOTSHOTGUN2;
222
223//
224// P_Doors.C
225//
226//#define PD_BLUEO "You need a blue key to activate this object"
227extern const char *s_PD_BLUEO; // = PD_BLUEO;
228//#define PD_REDO "You need a red key to activate this object"
229extern const char *s_PD_REDO; // = PD_REDO;
230//#define PD_YELLOWO "You need a yellow key to activate this object"
231extern const char *s_PD_YELLOWO; // = PD_YELLOWO;
232//#define PD_BLUEK "You need a blue key to open this door"
233extern const char *s_PD_BLUEK; // = PD_BLUEK;
234//#define PD_REDK "You need a red key to open this door"
235extern const char *s_PD_REDK; // = PD_REDK;
236//#define PD_YELLOWK "You need a yellow key to open this door"
237extern const char *s_PD_YELLOWK; // = PD_YELLOWK;
238//jff 02/05/98 Create messages specific to card and skull keys
239//#define PD_BLUEC "You need a blue card to open this door"
240extern const char *s_PD_BLUEC; // = PD_BLUEC;
241//#define PD_REDC "You need a red card to open this door"
242extern const char *s_PD_REDC; // = PD_REDC;
243//#define PD_YELLOWC "You need a yellow card to open this door"
244extern const char *s_PD_YELLOWC; // = PD_YELLOWC;
245//#define PD_BLUES "You need a blue skull to open this door"
246extern const char *s_PD_BLUES; // = PD_BLUES;
247//#define PD_REDS "You need a red skull to open this door"
248extern const char *s_PD_REDS; // = PD_REDS;
249//#define PD_YELLOWS "You need a yellow skull to open this door"
250extern const char *s_PD_YELLOWS; // = PD_YELLOWS;
251//#define PD_ANY "Any key will open this door"
252extern const char *s_PD_ANY; // = PD_ANY;
253//#define PD_ALL3 "You need all three keys to open this door"
254extern const char *s_PD_ALL3; // = PD_ALL3;
255//#define PD_ALL6 "You need all six keys to open this door"
256extern const char *s_PD_ALL6; // = PD_ALL6;
257
258//
259// G_game.C
260//
261//#define GGSAVED "game saved."
262extern const char *s_GGSAVED; // = GGSAVED;
263
264//
265// HU_stuff.C
266//
267//#define HUSTR_MSGU "[Message unsent]"
268extern const char *s_HUSTR_MSGU; // = HUSTR_MSGU;
269
270//#define HUSTR_E1M1 "E1M1: Hangar"
271extern const char *s_HUSTR_E1M1; // = HUSTR_E1M1;
272//#define HUSTR_E1M2 "E1M2: Nuclear Plant"
273extern const char *s_HUSTR_E1M2; // = HUSTR_E1M2;
274//#define HUSTR_E1M3 "E1M3: Toxin Refinery"
275extern const char *s_HUSTR_E1M3; // = HUSTR_E1M3;
276//#define HUSTR_E1M4 "E1M4: Command Control"
277extern const char *s_HUSTR_E1M4; // = HUSTR_E1M4;
278//#define HUSTR_E1M5 "E1M5: Phobos Lab"
279extern const char *s_HUSTR_E1M5; // = HUSTR_E1M5;
280//#define HUSTR_E1M6 "E1M6: Central Processing"
281extern const char *s_HUSTR_E1M6; // = HUSTR_E1M6;
282//#define HUSTR_E1M7 "E1M7: Computer Station"
283extern const char *s_HUSTR_E1M7; // = HUSTR_E1M7;
284//#define HUSTR_E1M8 "E1M8: Phobos Anomaly"
285extern const char *s_HUSTR_E1M8; // = HUSTR_E1M8;
286//#define HUSTR_E1M9 "E1M9: Military Base"
287extern const char *s_HUSTR_E1M9; // = HUSTR_E1M9;
288
289//#define HUSTR_E2M1 "E2M1: Deimos Anomaly"
290extern const char *s_HUSTR_E2M1; // = HUSTR_E2M1;
291//#define HUSTR_E2M2 "E2M2: Containment Area"
292extern const char *s_HUSTR_E2M2; // = HUSTR_E2M2;
293//#define HUSTR_E2M3 "E2M3: Refinery"
294extern const char *s_HUSTR_E2M3; // = HUSTR_E2M3;
295//#define HUSTR_E2M4 "E2M4: Deimos Lab"
296extern const char *s_HUSTR_E2M4; // = HUSTR_E2M4;
297//#define HUSTR_E2M5 "E2M5: Command Center"
298extern const char *s_HUSTR_E2M5; // = HUSTR_E2M5;
299//#define HUSTR_E2M6 "E2M6: Halls of the Damned"
300extern const char *s_HUSTR_E2M6; // = HUSTR_E2M6;
301//#define HUSTR_E2M7 "E2M7: Spawning Vats"
302extern const char *s_HUSTR_E2M7; // = HUSTR_E2M7;
303//#define HUSTR_E2M8 "E2M8: Tower of Babel"
304extern const char *s_HUSTR_E2M8; // = HUSTR_E2M8;
305//#define HUSTR_E2M9 "E2M9: Fortress of Mystery"
306extern const char *s_HUSTR_E2M9; // = HUSTR_E2M9;
307
308//#define HUSTR_E3M1 "E3M1: Hell Keep"
309extern const char *s_HUSTR_E3M1; // = HUSTR_E3M1;
310//#define HUSTR_E3M2 "E3M2: Slough of Despair"
311extern const char *s_HUSTR_E3M2; // = HUSTR_E3M2;
312//#define HUSTR_E3M3 "E3M3: Pandemonium"
313extern const char *s_HUSTR_E3M3; // = HUSTR_E3M3;
314//#define HUSTR_E3M4 "E3M4: House of Pain"
315extern const char *s_HUSTR_E3M4; // = HUSTR_E3M4;
316//#define HUSTR_E3M5 "E3M5: Unholy Cathedral"
317extern const char *s_HUSTR_E3M5; // = HUSTR_E3M5;
318//#define HUSTR_E3M6 "E3M6: Mt. Erebus"
319extern const char *s_HUSTR_E3M6; // = HUSTR_E3M6;
320//#define HUSTR_E3M7 "E3M7: Limbo"
321extern const char *s_HUSTR_E3M7; // = HUSTR_E3M7;
322//#define HUSTR_E3M8 "E3M8: Dis"
323extern const char *s_HUSTR_E3M8; // = HUSTR_E3M8;
324//#define HUSTR_E3M9 "E3M9: Warrens"
325extern const char *s_HUSTR_E3M9; // = HUSTR_E3M9;
326
327//#define HUSTR_E4M1 "E4M1: Hell Beneath"
328extern const char *s_HUSTR_E4M1; // = HUSTR_E4M1;
329//#define HUSTR_E4M2 "E4M2: Perfect Hatred"
330extern const char *s_HUSTR_E4M2; // = HUSTR_E4M2;
331//#define HUSTR_E4M3 "E4M3: Sever The Wicked"
332extern const char *s_HUSTR_E4M3; // = HUSTR_E4M3;
333//#define HUSTR_E4M4 "E4M4: Unruly Evil"
334extern const char *s_HUSTR_E4M4; // = HUSTR_E4M4;
335//#define HUSTR_E4M5 "E4M5: They Will Repent"
336extern const char *s_HUSTR_E4M5; // = HUSTR_E4M5;
337//#define HUSTR_E4M6 "E4M6: Against Thee Wickedly"
338extern const char *s_HUSTR_E4M6; // = HUSTR_E4M6;
339//#define HUSTR_E4M7 "E4M7: And Hell Followed"
340extern const char *s_HUSTR_E4M7; // = HUSTR_E4M7;
341//#define HUSTR_E4M8 "E4M8: Unto The Cruel"
342extern const char *s_HUSTR_E4M8; // = HUSTR_E4M8;
343//#define HUSTR_E4M9 "E4M9: Fear"
344extern const char *s_HUSTR_E4M9; // = HUSTR_E4M9;
345
346//#define HUSTR_1 "level 1: entryway"
347extern const char *s_HUSTR_1; // = HUSTR_1;
348//#define HUSTR_2 "level 2: underhalls"
349extern const char *s_HUSTR_2; // = HUSTR_2;
350//#define HUSTR_3 "level 3: the gantlet"
351extern const char *s_HUSTR_3; // = HUSTR_3;
352//#define HUSTR_4 "level 4: the focus"
353extern const char *s_HUSTR_4; // = HUSTR_4;
354//#define HUSTR_5 "level 5: the waste tunnels"
355extern const char *s_HUSTR_5; // = HUSTR_5;
356//#define HUSTR_6 "level 6: the crusher"
357extern const char *s_HUSTR_6; // = HUSTR_6;
358//#define HUSTR_7 "level 7: dead simple"
359extern const char *s_HUSTR_7; // = HUSTR_7;
360//#define HUSTR_8 "level 8: tricks and traps"
361extern const char *s_HUSTR_8; // = HUSTR_8;
362//#define HUSTR_9 "level 9: the pit"
363extern const char *s_HUSTR_9; // = HUSTR_9;
364//#define HUSTR_10 "level 10: refueling base"
365extern const char *s_HUSTR_10; // = HUSTR_10;
366//#define HUSTR_11 "level 11: 'o' of destruction!"
367extern const char *s_HUSTR_11; // = HUSTR_11;
368
369//#define HUSTR_12 "level 12: the factory"
370extern const char *s_HUSTR_12; // = HUSTR_12;
371//#define HUSTR_13 "level 13: downtown"
372extern const char *s_HUSTR_13; // = HUSTR_13;
373//#define HUSTR_14 "level 14: the inmost dens"
374extern const char *s_HUSTR_14; // = HUSTR_14;
375//#define HUSTR_15 "level 15: industrial zone"
376extern const char *s_HUSTR_15; // = HUSTR_15;
377//#define HUSTR_16 "level 16: suburbs"
378extern const char *s_HUSTR_16; // = HUSTR_16;
379//#define HUSTR_17 "level 17: tenements"
380extern const char *s_HUSTR_17; // = HUSTR_17;
381//#define HUSTR_18 "level 18: the courtyard"
382extern const char *s_HUSTR_18; // = HUSTR_18;
383//#define HUSTR_19 "level 19: the citadel"
384extern const char *s_HUSTR_19; // = HUSTR_19;
385//#define HUSTR_20 "level 20: gotcha!"
386extern const char *s_HUSTR_20; // = HUSTR_20;
387
388//#define HUSTR_21 "level 21: nirvana"
389extern const char *s_HUSTR_21; // = HUSTR_21;
390//#define HUSTR_22 "level 22: the catacombs"
391extern const char *s_HUSTR_22; // = HUSTR_22;
392//#define HUSTR_23 "level 23: barrels o' fun"
393extern const char *s_HUSTR_23; // = HUSTR_23;
394//#define HUSTR_24 "level 24: the chasm"
395extern const char *s_HUSTR_24; // = HUSTR_24;
396//#define HUSTR_25 "level 25: bloodfalls"
397extern const char *s_HUSTR_25; // = HUSTR_25;
398//#define HUSTR_26 "level 26: the abandoned mines"
399extern const char *s_HUSTR_26; // = HUSTR_26;
400//#define HUSTR_27 "level 27: monster condo"
401extern const char *s_HUSTR_27; // = HUSTR_27;
402//#define HUSTR_28 "level 28: the spirit world"
403extern const char *s_HUSTR_28; // = HUSTR_28;
404//#define HUSTR_29 "level 29: the living end"
405extern const char *s_HUSTR_29; // = HUSTR_29;
406//#define HUSTR_30 "level 30: icon of sin"
407extern const char *s_HUSTR_30; // = HUSTR_30;
408
409//#define HUSTR_31 "level 31: wolfenstein"
410extern const char *s_HUSTR_31; // = HUSTR_31;
411//#define HUSTR_32 "level 32: grosse"
412extern const char *s_HUSTR_32; // = HUSTR_32;
413
414//#define PHUSTR_1 "level 1: congo"
415extern const char *s_PHUSTR_1; // = PHUSTR_1;
416//#define PHUSTR_2 "level 2: well of souls"
417extern const char *s_PHUSTR_2; // = PHUSTR_2;
418//#define PHUSTR_3 "level 3: aztec"
419extern const char *s_PHUSTR_3; // = PHUSTR_3;
420//#define PHUSTR_4 "level 4: caged"
421extern const char *s_PHUSTR_4; // = PHUSTR_4;
422//#define PHUSTR_5 "level 5: ghost town"
423extern const char *s_PHUSTR_5; // = PHUSTR_5;
424//#define PHUSTR_6 "level 6: baron's lair"
425extern const char *s_PHUSTR_6; // = PHUSTR_6;
426//#define PHUSTR_7 "level 7: caughtyard"
427extern const char *s_PHUSTR_7; // = PHUSTR_7;
428//#define PHUSTR_8 "level 8: realm"
429extern const char *s_PHUSTR_8; // = PHUSTR_8;
430//#define PHUSTR_9 "level 9: abattoire"
431extern const char *s_PHUSTR_9; // = PHUSTR_9;
432//#define PHUSTR_10 "level 10: onslaught"
433extern const char *s_PHUSTR_10; // = PHUSTR_10;
434//#define PHUSTR_11 "level 11: hunted"
435extern const char *s_PHUSTR_11; // = PHUSTR_11;
436
437//#define PHUSTR_12 "level 12: speed"
438extern const char *s_PHUSTR_12; // = PHUSTR_12;
439//#define PHUSTR_13 "level 13: the crypt"
440extern const char *s_PHUSTR_13; // = PHUSTR_13;
441//#define PHUSTR_14 "level 14: genesis"
442extern const char *s_PHUSTR_14; // = PHUSTR_14;
443//#define PHUSTR_15 "level 15: the twilight"
444extern const char *s_PHUSTR_15; // = PHUSTR_15;
445//#define PHUSTR_16 "level 16: the omen"
446extern const char *s_PHUSTR_16; // = PHUSTR_16;
447//#define PHUSTR_17 "level 17: compound"
448extern const char *s_PHUSTR_17; // = PHUSTR_17;
449//#define PHUSTR_18 "level 18: neurosphere"
450extern const char *s_PHUSTR_18; // = PHUSTR_18;
451//#define PHUSTR_19 "level 19: nme"
452extern const char *s_PHUSTR_19; // = PHUSTR_19;
453//#define PHUSTR_20 "level 20: the death domain"
454extern const char *s_PHUSTR_20; // = PHUSTR_20;
455
456//#define PHUSTR_21 "level 21: slayer"
457extern const char *s_PHUSTR_21; // = PHUSTR_21;
458//#define PHUSTR_22 "level 22: impossible mission"
459extern const char *s_PHUSTR_22; // = PHUSTR_22;
460//#define PHUSTR_23 "level 23: tombstone"
461extern const char *s_PHUSTR_23; // = PHUSTR_23;
462//#define PHUSTR_24 "level 24: the final frontier"
463extern const char *s_PHUSTR_24; // = PHUSTR_24;
464//#define PHUSTR_25 "level 25: the temple of darkness"
465extern const char *s_PHUSTR_25; // = PHUSTR_25;
466//#define PHUSTR_26 "level 26: bunker"
467extern const char *s_PHUSTR_26; // = PHUSTR_26;
468//#define PHUSTR_27 "level 27: anti-christ"
469extern const char *s_PHUSTR_27; // = PHUSTR_27;
470//#define PHUSTR_28 "level 28: the sewers"
471extern const char *s_PHUSTR_28; // = PHUSTR_28;
472//#define PHUSTR_29 "level 29: odyssey of noises"
473extern const char *s_PHUSTR_29; // = PHUSTR_29;
474//#define PHUSTR_30 "level 30: the gateway of hell"
475extern const char *s_PHUSTR_30; // = PHUSTR_30;
476
477//#define PHUSTR_31 "level 31: cyberden"
478extern const char *s_PHUSTR_31; // = PHUSTR_31;
479//#define PHUSTR_32 "level 32: go 2 it"
480extern const char *s_PHUSTR_32; // = PHUSTR_32;
481
482//#define THUSTR_1 "level 1: system control"
483extern const char *s_THUSTR_1; // = THUSTR_1;
484//#define THUSTR_2 "level 2: human bbq"
485extern const char *s_THUSTR_2; // = THUSTR_2;
486//#define THUSTR_3 "level 3: power control"
487extern const char *s_THUSTR_3; // = THUSTR_3;
488//#define THUSTR_4 "level 4: wormhole"
489extern const char *s_THUSTR_4; // = THUSTR_4;
490//#define THUSTR_5 "level 5: hanger"
491extern const char *s_THUSTR_5; // = THUSTR_5;
492//#define THUSTR_6 "level 6: open season"
493extern const char *s_THUSTR_6; // = THUSTR_6;
494//#define THUSTR_7 "level 7: prison"
495extern const char *s_THUSTR_7; // = THUSTR_7;
496//#define THUSTR_8 "level 8: metal"
497extern const char *s_THUSTR_8; // = THUSTR_8;
498//#define THUSTR_9 "level 9: stronghold"
499extern const char *s_THUSTR_9; // = THUSTR_9;
500//#define THUSTR_10 "level 10: redemption"
501extern const char *s_THUSTR_10; // = THUSTR_10;
502//#define THUSTR_11 "level 11: storage facility"
503extern const char *s_THUSTR_11; // = THUSTR_11;
504
505//#define THUSTR_12 "level 12: crater"
506extern const char *s_THUSTR_12; // = THUSTR_12;
507//#define THUSTR_13 "level 13: nukage processing"
508extern const char *s_THUSTR_13; // = THUSTR_13;
509//#define THUSTR_14 "level 14: steel works"
510extern const char *s_THUSTR_14; // = THUSTR_14;
511//#define THUSTR_15 "level 15: dead zone"
512extern const char *s_THUSTR_15; // = THUSTR_15;
513//#define THUSTR_16 "level 16: deepest reaches"
514extern const char *s_THUSTR_16; // = THUSTR_16;
515//#define THUSTR_17 "level 17: processing area"
516extern const char *s_THUSTR_17; // = THUSTR_17;
517//#define THUSTR_18 "level 18: mill"
518extern const char *s_THUSTR_18; // = THUSTR_18;
519//#define THUSTR_19 "level 19: shipping/respawning"
520extern const char *s_THUSTR_19; // = THUSTR_19;
521//#define THUSTR_20 "level 20: central processing"
522extern const char *s_THUSTR_20; // = THUSTR_20;
523
524//#define THUSTR_21 "level 21: administration center"
525extern const char *s_THUSTR_21; // = THUSTR_21;
526//#define THUSTR_22 "level 22: habitat"
527extern const char *s_THUSTR_22; // = THUSTR_22;
528//#define THUSTR_23 "level 23: lunar mining project"
529extern const char *s_THUSTR_23; // = THUSTR_23;
530//#define THUSTR_24 "level 24: quarry"
531extern const char *s_THUSTR_24; // = THUSTR_24;
532//#define THUSTR_25 "level 25: baron's den"
533extern const char *s_THUSTR_25; // = THUSTR_25;
534//#define THUSTR_26 "level 26: ballistyx"
535extern const char *s_THUSTR_26; // = THUSTR_26;
536//#define THUSTR_27 "level 27: mount pain"
537extern const char *s_THUSTR_27; // = THUSTR_27;
538//#define THUSTR_28 "level 28: heck"
539extern const char *s_THUSTR_28; // = THUSTR_28;
540//#define THUSTR_29 "level 29: river styx"
541extern const char *s_THUSTR_29; // = THUSTR_29;
542//#define THUSTR_30 "level 30: last call"
543extern const char *s_THUSTR_30; // = THUSTR_30;
544
545//#define THUSTR_31 "level 31: pharaoh"
546extern const char *s_THUSTR_31; // = THUSTR_31;
547//#define THUSTR_32 "level 32: caribbean"
548extern const char *s_THUSTR_32; // = THUSTR_32;
549
550//#define HUSTR_CHATMACRO1 "I'm ready to kick butt!"
551extern const char *s_HUSTR_CHATMACRO1; // = HUSTR_CHATMACRO1;
552//#define HUSTR_CHATMACRO2 "I'm OK."
553extern const char *s_HUSTR_CHATMACRO2; // = HUSTR_CHATMACRO2;
554//#define HUSTR_CHATMACRO3 "I'm not looking too good!"
555extern const char *s_HUSTR_CHATMACRO3; // = HUSTR_CHATMACRO3;
556//#define HUSTR_CHATMACRO4 "Help!"
557extern const char *s_HUSTR_CHATMACRO4; // = HUSTR_CHATMACRO4;
558//#define HUSTR_CHATMACRO5 "You suck!"
559extern const char *s_HUSTR_CHATMACRO5; // = HUSTR_CHATMACRO5;
560//#define HUSTR_CHATMACRO6 "Next time, scumbag..."
561extern const char *s_HUSTR_CHATMACRO6; // = HUSTR_CHATMACRO6;
562//#define HUSTR_CHATMACRO7 "Come here!"
563extern const char *s_HUSTR_CHATMACRO7; // = HUSTR_CHATMACRO7;
564//#define HUSTR_CHATMACRO8 "I'll take care of it."
565extern const char *s_HUSTR_CHATMACRO8; // = HUSTR_CHATMACRO8;
566//#define HUSTR_CHATMACRO9 "Yes"
567extern const char *s_HUSTR_CHATMACRO9; // = HUSTR_CHATMACRO9;
568//#define HUSTR_CHATMACRO0 "No"
569extern const char *s_HUSTR_CHATMACRO0; // = HUSTR_CHATMACRO0;
570
571//#define HUSTR_TALKTOSELF1 "You mumble to yourself"
572extern const char *s_HUSTR_TALKTOSELF1; // = HUSTR_TALKTOSELF1;
573//#define HUSTR_TALKTOSELF2 "Who's there?"
574extern const char *s_HUSTR_TALKTOSELF2; // = HUSTR_TALKTOSELF2;
575//#define HUSTR_TALKTOSELF3 "You scare yourself"
576extern const char *s_HUSTR_TALKTOSELF3; // = HUSTR_TALKTOSELF3;
577//#define HUSTR_TALKTOSELF4 "You start to rave"
578extern const char *s_HUSTR_TALKTOSELF4; // = HUSTR_TALKTOSELF4;
579//#define HUSTR_TALKTOSELF5 "You've lost it..."
580extern const char *s_HUSTR_TALKTOSELF5; // = HUSTR_TALKTOSELF5;
581
582//#define HUSTR_MESSAGESENT "[Message Sent]"
583extern const char *s_HUSTR_MESSAGESENT; // = HUSTR_MESSAGESENT;
584
585// The following should NOT be changed unless it seems
586// just AWFULLY necessary
587
588//#define HUSTR_PLRGREEN "Green: "
589extern const char *s_HUSTR_PLRGREEN; // = HUSTR_PLRGREEN;
590//#define HUSTR_PLRINDIGO "Indigo: "
591extern const char *s_HUSTR_PLRINDIGO; // = HUSTR_PLRINDIGO;
592//#define HUSTR_PLRBROWN "Brown: "
593extern const char *s_HUSTR_PLRBROWN; // = HUSTR_PLRBROWN;
594//#define HUSTR_PLRRED "Red: "
595extern const char *s_HUSTR_PLRRED; // = HUSTR_PLRRED;
596
597//
598// AM_map.C
599//
600
601//#define AMSTR_FOLLOWON "Follow Mode ON"
602extern const char* s_AMSTR_FOLLOWON; // = AMSTR_FOLLOWON;
603//#define AMSTR_FOLLOWOFF "Follow Mode OFF"
604extern const char* s_AMSTR_FOLLOWOFF; // = AMSTR_FOLLOWOFF;
605
606//#define AMSTR_GRIDON "Grid ON"
607extern const char* s_AMSTR_GRIDON; // = AMSTR_GRIDON;
608//#define AMSTR_GRIDOFF "Grid OFF"
609extern const char* s_AMSTR_GRIDOFF; // = AMSTR_GRIDOFF;
610
611//#define AMSTR_MARKEDSPOT "Marked Spot"
612extern const char* s_AMSTR_MARKEDSPOT; // = AMSTR_MARKEDSPOT;
613//#define AMSTR_MARKSCLEARED "All Marks Cleared"
614extern const char* s_AMSTR_MARKSCLEARED; // = AMSTR_MARKSCLEARED;
615
616// CPhipps - automap rotate & overlay
617extern const char* s_AMSTR_ROTATEON;
618extern const char* s_AMSTR_ROTATEOFF;
619extern const char* s_AMSTR_OVERLAYON;
620extern const char* s_AMSTR_OVERLAYOFF;
621
622//
623// ST_stuff.C
624//
625
626//#define STSTR_MUS "Music Change"
627extern const char* s_STSTR_MUS; // = STSTR_MUS;
628//#define STSTR_NOMUS "IMPOSSIBLE SELECTION"
629extern const char* s_STSTR_NOMUS; // = STSTR_NOMUS;
630//#define STSTR_DQDON "Degreelessness Mode On"
631extern const char* s_STSTR_DQDON; // = STSTR_DQDON;
632//#define STSTR_DQDOFF "Degreelessness Mode Off"
633extern const char* s_STSTR_DQDOFF; // = STSTR_DQDOFF;
634
635//#define STSTR_KFAADDED "Very Happy Ammo Added"
636extern const char* s_STSTR_KFAADDED; // = STSTR_KFAADDED;
637//#define STSTR_FAADDED "Ammo (no keys) Added"
638extern const char* s_STSTR_FAADDED; // = STSTR_FAADDED;
639
640//#define STSTR_NCON "No Clipping Mode ON"
641extern const char* s_STSTR_NCON; // = STSTR_NCON;
642//#define STSTR_NCOFF "No Clipping Mode OFF"
643extern const char* s_STSTR_NCOFF; // = STSTR_NCOFF;
644
645//#define STSTR_BEHOLD "inVuln, Str, Inviso, Rad, Allmap, or Lite-amp"
646extern const char* s_STSTR_BEHOLD; // = STSTR_BEHOLD;
647//#define STSTR_BEHOLDX "Power-up Toggled"
648extern const char* s_STSTR_BEHOLDX; // = STSTR_BEHOLDX;
649
650//#define STSTR_CHOPPERS "... doesn't suck - GM"
651extern const char* s_STSTR_CHOPPERS; // = STSTR_CHOPPERS;
652//#define STSTR_CLEV "Changing Level..."
653extern const char* s_STSTR_CLEV; // = STSTR_CLEV;
654
655//
656// F_Finale.C
657//
658/*
659#define E1TEXT \
660"Once you beat the big badasses and\n"\
661"clean out the moon base you're supposed\n"\
662"to win, aren't you? Aren't you? Where's\n"\
663"your fat reward and ticket home? What\n"\
664"the hell is this? It's not supposed to\n"\
665"end this way!\n"\
666"\n" \
667"It stinks like rotten meat, but looks\n"\
668"like the lost Deimos base. Looks like\n"\
669"you're stuck on The Shores of Hell.\n"\
670"The only way out is through.\n"\
671"\n"\
672"To continue the DOOM experience, play\n"\
673"The Shores of Hell and its amazing\n"\
674"sequel, Inferno!\n"
675*/
676extern const char* s_E1TEXT; // = E1TEXT;
677
678
679/*
680#define E2TEXT \
681"You've done it! The hideous cyber-\n"\
682"demon lord that ruled the lost Deimos\n"\
683"moon base has been slain and you\n"\
684"are triumphant! But ... where are\n"\
685"you? You clamber to the edge of the\n"\
686"moon and look down to see the awful\n"\
687"truth.\n" \
688"\n"\
689"Deimos floats above Hell itself!\n"\
690"You've never heard of anyone escaping\n"\
691"from Hell, but you'll make the bastards\n"\
692"sorry they ever heard of you! Quickly,\n"\
693"you rappel down to the surface of\n"\
694"Hell.\n"\
695"\n" \
696"Now, it's on to the final chapter of\n"\
697"DOOM! -- Inferno."
698*/
699extern const char* s_E2TEXT; // = E2TEXT;
700
701
702/*
703#define E3TEXT \
704"The loathsome spiderdemon that\n"\
705"masterminded the invasion of the moon\n"\
706"bases and caused so much death has had\n"\
707"its ass kicked for all time.\n"\
708"\n"\
709"A hidden doorway opens and you enter.\n"\
710"You've proven too tough for Hell to\n"\
711"contain, and now Hell at last plays\n"\
712"fair -- for you emerge from the door\n"\
713"to see the green fields of Earth!\n"\
714"Home at last.\n" \
715"\n"\
716"You wonder what's been happening on\n"\
717"Earth while you were battling evil\n"\
718"unleashed. It's good that no Hell-\n"\
719"spawn could have come through that\n"\
720"door with you ..."
721*/
722extern const char* s_E3TEXT; // = E3TEXT;
723
724
725/*
726#define E4TEXT \
727"the spider mastermind must have sent forth\n"\
728"its legions of hellspawn before your\n"\
729"final confrontation with that terrible\n"\
730"beast from hell. but you stepped forward\n"\
731"and brought forth eternal damnation and\n"\
732"suffering upon the horde as a true hero\n"\
733"would in the face of something so evil.\n"\
734"\n"\
735"besides, someone was gonna pay for what\n"\
736"happened to daisy, your pet rabbit.\n"\
737"\n"\
738"but now, you see spread before you more\n"\
739"potential pain and gibbitude as a nation\n"\
740"of demons run amok among our cities.\n"\
741"\n"\
742"next stop, hell on earth!"
743*/
744extern const char* s_E4TEXT; // = E4TEXT;
745
746
747// after level 6, put this:
748
749/*
750#define C1TEXT \
751"YOU HAVE ENTERED DEEPLY INTO THE INFESTED\n" \
752"STARPORT. BUT SOMETHING IS WRONG. THE\n" \
753"MONSTERS HAVE BROUGHT THEIR OWN REALITY\n" \
754"WITH THEM, AND THE STARPORT'S TECHNOLOGY\n" \
755"IS BEING SUBVERTED BY THEIR PRESENCE.\n" \
756"\n"\
757"AHEAD, YOU SEE AN OUTPOST OF HELL, A\n" \
758"FORTIFIED ZONE. IF YOU CAN GET PAST IT,\n" \
759"YOU CAN PENETRATE INTO THE HAUNTED HEART\n" \
760"OF THE STARBASE AND FIND THE CONTROLLING\n" \
761"SWITCH WHICH HOLDS EARTH'S POPULATION\n" \
762"HOSTAGE."
763*/
764extern const char* s_C1TEXT; // = C1TEXT;
765
766// After level 11, put this:
767
768/*
769#define C2TEXT \
770"YOU HAVE WON! YOUR VICTORY HAS ENABLED\n" \
771"HUMANKIND TO EVACUATE EARTH AND ESCAPE\n"\
772"THE NIGHTMARE. NOW YOU ARE THE ONLY\n"\
773"HUMAN LEFT ON THE FACE OF THE PLANET.\n"\
774"CANNIBAL MUTATIONS, CARNIVOROUS ALIENS,\n"\
775"AND EVIL SPIRITS ARE YOUR ONLY NEIGHBORS.\n"\
776"YOU SIT BACK AND WAIT FOR DEATH, CONTENT\n"\
777"THAT YOU HAVE SAVED YOUR SPECIES.\n"\
778"\n"\
779"BUT THEN, EARTH CONTROL BEAMS DOWN A\n"\
780"MESSAGE FROM SPACE: \"SENSORS HAVE LOCATED\n"\
781"THE SOURCE OF THE ALIEN INVASION. IF YOU\n"\
782"GO THERE, YOU MAY BE ABLE TO BLOCK THEIR\n"\
783"ENTRY. THE ALIEN BASE IS IN THE HEART OF\n"\
784"YOUR OWN HOME CITY, NOT FAR FROM THE\n"\
785"STARPORT.\" SLOWLY AND PAINFULLY YOU GET\n"\
786"UP AND RETURN TO THE FRAY."
787*/
788extern const char* s_C2TEXT; // = C2TEXT;
789
790
791// After level 20, put this:
792
793/*
794#define C3TEXT \
795"YOU ARE AT THE CORRUPT HEART OF THE CITY,\n"\
796"SURROUNDED BY THE CORPSES OF YOUR ENEMIES.\n"\
797"YOU SEE NO WAY TO DESTROY THE CREATURES'\n"\
798"ENTRYWAY ON THIS SIDE, SO YOU CLENCH YOUR\n"\
799"TEETH AND PLUNGE THROUGH IT.\n"\
800"\n"\
801"THERE MUST BE A WAY TO CLOSE IT ON THE\n"\
802"OTHER SIDE. WHAT DO YOU CARE IF YOU'VE\n"\
803"GOT TO GO THROUGH HELL TO GET TO IT?"
804*/
805extern const char* s_C3TEXT; // = C3TEXT;
806
807
808// After level 29, put this:
809
810/*
811#define C4TEXT \
812"THE HORRENDOUS VISAGE OF THE BIGGEST\n"\
813"DEMON YOU'VE EVER SEEN CRUMBLES BEFORE\n"\
814"YOU, AFTER YOU PUMP YOUR ROCKETS INTO\n"\
815"HIS EXPOSED BRAIN. THE MONSTER SHRIVELS\n"\
816"UP AND DIES, ITS THRASHING LIMBS\n"\
817"DEVASTATING UNTOLD MILES OF HELL'S\n"\
818"SURFACE.\n"\
819"\n"\
820"YOU'VE DONE IT. THE INVASION IS OVER.\n"\
821"EARTH IS SAVED. HELL IS A WRECK. YOU\n"\
822"WONDER WHERE BAD FOLKS WILL GO WHEN THEY\n"\
823"DIE, NOW. WIPING THE SWEAT FROM YOUR\n"\
824"FOREHEAD YOU BEGIN THE LONG TREK BACK\n"\
825"HOME. REBUILDING EARTH OUGHT TO BE A\n"\
826"LOT MORE FUN THAN RUINING IT WAS.\n"
827*/
828extern const char* s_C4TEXT; // = C4TEXT;
829
830
831
832// Before level 31, put this:
833
834/*
835#define C5TEXT \
836"CONGRATULATIONS, YOU'VE FOUND THE SECRET\n"\
837"LEVEL! LOOKS LIKE IT'S BEEN BUILT BY\n"\
838"HUMANS, RATHER THAN DEMONS. YOU WONDER\n"\
839"WHO THE INMATES OF THIS CORNER OF HELL\n"\
840"WILL BE."
841*/
842extern const char* s_C5TEXT; // = C5TEXT;
843
844
845// Before level 32, put this:
846
847/*
848#define C6TEXT \
849"CONGRATULATIONS, YOU'VE FOUND THE\n"\
850"SUPER SECRET LEVEL! YOU'D BETTER\n"\
851"BLAZE THROUGH THIS ONE!\n"
852*/
853extern const char* s_C6TEXT; // = C6TEXT;
854
855
856// after map 06
857
858/*
859#define P1TEXT \
860"You gloat over the steaming carcass of the\n"\
861"Guardian. With its death, you've wrested\n"\
862"the Accelerator from the stinking claws\n"\
863"of Hell. You relax and glance around the\n"\
864"room. Damn! There was supposed to be at\n"\
865"least one working prototype, but you can't\n"\
866"see it. The demons must have taken it.\n"\
867"\n"\
868"You must find the prototype, or all your\n"\
869"struggles will have been wasted. Keep\n"\
870"moving, keep fighting, keep killing.\n"\
871"Oh yes, keep living, too."
872*/
873extern const char* s_P1TEXT; // = P1TEXT;
874
875
876// after map 11
877
878/*
879#define P2TEXT \
880"Even the deadly Arch-Vile labyrinth could\n"\
881"not stop you, and you've gotten to the\n"\
882"prototype Accelerator which is soon\n"\
883"efficiently and permanently deactivated.\n"\
884"\n"\
885"You're good at that kind of thing."
886*/
887extern const char* s_P2TEXT; // = P2TEXT;
888
889
890// after map 20
891
892/*
893#define P3TEXT \
894"You've bashed and battered your way into\n"\
895"the heart of the devil-hive. Time for a\n"\
896"Search-and-Destroy mission, aimed at the\n"\
897"Gatekeeper, whose foul offspring is\n"\
898"cascading to Earth. Yeah, he's bad. But\n"\
899"you know who's worse!\n"\
900"\n"\
901"Grinning evilly, you check your gear, and\n"\
902"get ready to give the bastard a little Hell\n"\
903"of your own making!"
904*/
905extern const char* s_P3TEXT; // = P3TEXT;
906
907// after map 30
908
909/*
910#define P4TEXT \
911"The Gatekeeper's evil face is splattered\n"\
912"all over the place. As its tattered corpse\n"\
913"collapses, an inverted Gate forms and\n"\
914"sucks down the shards of the last\n"\
915"prototype Accelerator, not to mention the\n"\
916"few remaining demons. You're done. Hell\n"\
917"has gone back to pounding bad dead folks \n"\
918"instead of good live ones. Remember to\n"\
919"tell your grandkids to put a rocket\n"\
920"launcher in your coffin. If you go to Hell\n"\
921"when you die, you'll need it for some\n"\
922"final cleaning-up ..."
923*/
924extern const char* s_P4TEXT; // = P4TEXT;
925
926// before map 31
927
928/*
929#define P5TEXT \
930"You've found the second-hardest level we\n"\
931"got. Hope you have a saved game a level or\n"\
932"two previous. If not, be prepared to die\n"\
933"aplenty. For master marines only."
934*/
935extern const char* s_P5TEXT; // = P5TEXT;
936
937// before map 32
938
939/*
940#define P6TEXT \
941"Betcha wondered just what WAS the hardest\n"\
942"level we had ready for ya? Now you know.\n"\
943"No one gets out alive."
944*/
945extern const char* s_P6TEXT; // = P6TEXT;
946
947
948/*
949#define T1TEXT \
950"You've fought your way out of the infested\n"\
951"experimental labs. It seems that UAC has\n"\
952"once again gulped it down. With their\n"\
953"high turnover, it must be hard for poor\n"\
954"old UAC to buy corporate health insurance\n"\
955"nowadays..\n"\
956"\n"\
957"Ahead lies the military complex, now\n"\
958"swarming with diseased horrors hot to get\n"\
959"their teeth into you. With luck, the\n"\
960"complex still has some warlike ordnance\n"\
961"laying around."
962*/
963extern const char* s_T1TEXT; // = T1TEXT;
964
965
966/*
967#define T2TEXT \
968"You hear the grinding of heavy machinery\n"\
969"ahead. You sure hope they're not stamping\n"\
970"out new hellspawn, but you're ready to\n"\
971"ream out a whole herd if you have to.\n"\
972"They might be planning a blood feast, but\n"\
973"you feel about as mean as two thousand\n"\
974"maniacs packed into one mad killer.\n"\
975"\n"\
976"You don't plan to go down easy."
977*/
978extern const char* s_T2TEXT; // = T2TEXT;
979
980
981/*
982#define T3TEXT \
983"The vista opening ahead looks real damn\n"\
984"familiar. Smells familiar, too -- like\n"\
985"fried excrement. You didn't like this\n"\
986"place before, and you sure as hell ain't\n"\
987"planning to like it now. The more you\n"\
988"brood on it, the madder you get.\n"\
989"Hefting your gun, an evil grin trickles\n"\
990"onto your face. Time to take some names."
991*/
992extern const char* s_T3TEXT; // = T3TEXT;
993
994/*
995#define T4TEXT \
996"Suddenly, all is silent, from one horizon\n"\
997"to the other. The agonizing echo of Hell\n"\
998"fades away, the nightmare sky turns to\n"\
999"blue, the heaps of monster corpses start \n"\
1000"to evaporate along with the evil stench \n"\
1001"that filled the air. Jeeze, maybe you've\n"\
1002"done it. Have you really won?\n"\
1003"\n"\
1004"Something rumbles in the distance.\n"\
1005"A blue light begins to glow inside the\n"\
1006"ruined skull of the demon-spitter."
1007*/
1008extern const char* s_T4TEXT; // = T4TEXT;
1009
1010
1011/*
1012#define T5TEXT \
1013"What now? Looks totally different. Kind\n"\
1014"of like King Tut's condo. Well,\n"\
1015"whatever's here can't be any worse\n"\
1016"than usual. Can it? Or maybe it's best\n"\
1017"to let sleeping gods lie.."
1018*/
1019extern const char* s_T5TEXT; // = T5TEXT;
1020
1021
1022/*
1023#define T6TEXT \
1024"Time for a vacation. You've burst the\n"\
1025"bowels of hell and by golly you're ready\n"\
1026"for a break. You mutter to yourself,\n"\
1027"Maybe someone else can kick Hell's ass\n"\
1028"next time around. Ahead lies a quiet town,\n"\
1029"with peaceful flowing water, quaint\n"\
1030"buildings, and presumably no Hellspawn.\n"\
1031"\n"\
1032"As you step off the transport, you hear\n"\
1033"the stomp of a cyberdemon's iron shoe."
1034*/
1035extern const char* s_T6TEXT; // = T6TEXT;
1036
1037//
1038// Character cast strings F_FINALE.C
1039//
1040//#define CC_ZOMBIE "ZOMBIEMAN"
1041extern const char* s_CC_ZOMBIE; // = CC_ZOMBIE;
1042//#define CC_SHOTGUN "SHOTGUN GUY"
1043extern const char* s_CC_SHOTGUN; // = CC_SHOTGUN;
1044//#define CC_HEAVY "HEAVY WEAPON DUDE"
1045extern const char* s_CC_HEAVY; // = CC_HEAVY;
1046//#define CC_IMP "IMP"
1047extern const char* s_CC_IMP; // = CC_IMP;
1048//#define CC_DEMON "DEMON"
1049extern const char* s_CC_DEMON; // = CC_DEMON;
1050//#define CC_LOST "LOST SOUL"
1051extern const char* s_CC_LOST; // = CC_LOST;
1052//#define CC_CACO "CACODEMON"
1053extern const char* s_CC_CACO; // = CC_CACO;
1054//#define CC_HELL "HELL KNIGHT"
1055extern const char* s_CC_HELL; // = CC_HELL;
1056//#define CC_BARON "BARON OF HELL"
1057extern const char* s_CC_BARON; // = CC_BARON;
1058//#define CC_ARACH "ARACHNOTRON"
1059extern const char* s_CC_ARACH; // = CC_ARACH;
1060//#define CC_PAIN "PAIN ELEMENTAL"
1061extern const char* s_CC_PAIN; // = CC_PAIN;
1062//#define CC_REVEN "REVENANT"
1063extern const char* s_CC_REVEN; // = CC_REVEN;
1064//#define CC_MANCU "MANCUBUS"
1065extern const char* s_CC_MANCU; // = CC_MANCU;
1066//#define CC_ARCH "ARCH-VILE"
1067extern const char* s_CC_ARCH; // = CC_ARCH;
1068//#define CC_SPIDER "THE SPIDER MASTERMIND"
1069extern const char* s_CC_SPIDER; // = CC_SPIDER;
1070//#define CC_CYBER "THE CYBERDEMON"
1071extern const char* s_CC_CYBER; // = CC_CYBER;
1072//#define CC_HERO "OUR HERO"
1073extern const char* s_CC_HERO; // = CC_HERO;
1074
1075// Ty 03/30/98 - new substitutions for background textures during int screens
1076// char* bgflatE1 = "FLOOR4_8";
1077extern const char* bgflatE1;
1078// char* bgflatE2 = "SFLR6_1";
1079extern const char* bgflatE2;
1080// char* bgflatE3 = "MFLR8_4";
1081extern const char* bgflatE3;
1082// char* bgflatE4 = "MFLR8_3";
1083extern const char* bgflatE4;
1084
1085// char* bgflat06 = "SLIME16";
1086extern const char* bgflat06;
1087// char* bgflat11 = "RROCK14";
1088extern const char* bgflat11;
1089// char* bgflat20 = "RROCK07";
1090extern const char* bgflat20;
1091// char* bgflat30 = "RROCK17";
1092extern const char* bgflat30;
1093// char* bgflat15 = "RROCK13";
1094extern const char* bgflat15;
1095// char* bgflat31 = "RROCK19";
1096extern const char* bgflat31;
1097
1098// char* bgcastcall = "BOSSBACK"; // panel behind cast call
1099extern const char* bgcastcall;
1100
1101// ignored if blank, general purpose startup announcements
1102// char* startup1 = "";
1103extern const char* startup1;
1104// char* startup2 = "";
1105extern const char* startup2;
1106// char* startup3 = "";
1107extern const char* startup3;
1108// char* startup4 = "";
1109extern const char* startup4;
1110// char* startup5 = "";
1111extern const char* startup5;
1112
1113// from g_game.c, prefix for savegame name like "boomsav"
1114extern const char* savegamename;
1115
1116void D_BuildBEXTables(void);
1117
1118#endif